Then use DDSREFEDIT32.exe (I renamed former new.emo to ZGF_01.obj.emo before this step):

That looks OK in sf4explorer:

Let's test in game:

edit:I thought the bone ID# was in hexadecimal in the smb... it's in decimal sorry for the confusion, I erased that part.You actually need to write it in hexadecimal when you do it manually, we'll see that in another tutorial...

edit 2: I knew I forgot something...

I didn't linked any material features in the .emm to my "mcap"

2 ways to do it:
1) the lazy way: edit the obj.emo in hexadecimal and change "mcap" by a material that could do the trick like "shoes" or "pants"

It's because the clothing doesn't have any "bones" in the skeleton to match to. All model movement, including clothing, comes from the skeleton, so for clothes to be animated, the character's skeleton needs to have the appropriate bones to assign to the cloth.

goshaN:Thank you!!!I want to ask one more question:I don`t understand program is DDSREFEDIT32.exe, i can`t textured some parts of body, i make rufus`s hair to zangief and i can`t textured only hair, all model is textured. Explain me please what the problem)please)

Each object references a DDS texture to get its color. DDSREFEDIT lets you change those references, which is necessary if you import a new object.

So, you would need to create new *.col.emb and *.nml.emb files containing the character's original DDS textures plus whichever one(s) is referenced by the imported model (put the new DDS *after* the old ones). Then use DDSREFEDIT to tell the imported object to use the imported DDS texture and normal map.

The high-resolution part isn't important, it's just that you're creating new emb files from scratch. These files can have any number or size of DDS textures that you want, including the normal, original DDS files, as well as the one that goes with your new object.

If you're bringing in Rufus' hair, you need the DDS from his col.emb that has his hair on it.

If this doesn't make sense, try reading my tutorial on EMG swapping and see if that helps any.

The emb files are really just a wrapper around the DDS files. Kensou's tool creates the wrapper for you. If you don't want to use Kensou's tool, you'll have to modify the hex code like in sensibeat's tutorials.

Model swapping is difficult, doesn't always work, and relies on a lot of other modding techniques to work. If you are new to SF4 modding, I recommend starting with simple skinning and model editing (I have tutorials for them elsewhere on my site), then move on to hex editing (col-based transparency and material editing), and then maybe come back to model swapping after that.

yes, that's right. Even before you use DDSREFEDIT, you should be able to load it into SF4Viewer (Asset Explorer) and see it on the model. It will probably just look strange (wrong colors) until you can fix it with DDSREFEDIT.

If the colors don't show up on the model, you've done something wrong.

If you're doing the exact steps from my EMG swap tutorial, I think you would put 4.

The number comes from the number of textures available in the col and nml emb files, starting with the col (and starting with the number 0 instead of 1). So, if you have 4 DDS files in each, and you want to point to the first DDS, your numbers would be 0 for the col and 4 for the nml.

That should be right. However, try it once without checking the box to +1 the normal map references, just to be sure. It's easier to go back and add it, if needed than it is to correct it if you've done it wrong.

I extract 4 Ruy`s textures (his hand and arm, his face, hislegs and his wear), now i need to extract Guy texture, then makes *.nml like texture. Then use Kensou`s tool and makes newpack.emz - rename it on RYU_01_01.col.emb, then makes newpack.emz for nml files and rename it - RYU_01.nml.emb. THen import this two files. It is right?

Hello Nunter K.,It does not work(( why? I do everything right!I think i have some problems with texture. In your tutorial on a EMG swapping i see that:"Guy.dds, 2.dds, etc. and Guynmap.dds, 2nmap.dds, etc." => Did you extract texture with Ryu`s bag? I don`t do this)Your number of texture was (Guy.dds, 2.dds(bag, himo), 3.dds(hand), 4.dds(head), 5.dds(pants), 6.dds(wear)) six?